The AIAS Game Maker's Notebook cover image

The Last Spell with Ishtar Games' Benjamin Coquelle and Bruno Laverny

The AIAS Game Maker's Notebook

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The Importance of a Small Game

Benjamin: The first prototype was for finding some financial public finance. After six months of development, we were like, okay, what is our scale in terms of enemy numbers. We had a goal and enemies are arrived at night. We can kill them with some skills, but we had only 14 enemies at night. Yeah, it's kind of in our DNA of game design mixing a lot of mechanic taken from a lot of genre and games. That's why the spell and also the engine on the are very complex game at first because there are a lot of things going on in the systems. But yeah, that's how we build our game we start with a very cool game and we

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